Third Person Cover Shooter  1.6
CoverShooter.AIItemBase Class Reference

Base class for an item management component. More...

Inheritance diagram for CoverShooter.AIItemBase:
CoverShooter.AIBase CoverShooter.AIFire CoverShooter.AIFlashlight CoverShooter.AIPhone CoverShooter.AIRadio

Public Attributes

InventoryUsage InventoryUsage = InventoryUsage.autoFind
 How should the character inventory (if there is one) be used. More...
 
int InventoryIndex = 0
 Weapon index inside the inventory to use when usage is set to 'index'. More...
 

Protected Member Functions

virtual void Awake ()
 
bool EquipWeapon (CharacterMotor motor)
 Equips any weapon if possible. More...
 
bool Equip (CharacterMotor motor, WeaponType type)
 Equips a weapon of specific kind if possible. More...
 
bool Equip (CharacterMotor motor, ToolType tool)
 Equips a specific tool if possible. More...
 
bool UnequipWeapon (CharacterMotor motor)
 Unequips the item if it is currently used. More...
 
bool Unequip (CharacterMotor motor, WeaponType type)
 Unequips the item if it is currently used. More...
 
bool Unequip (CharacterMotor motor, ToolType tool)
 Unequips the item if it is currently used. More...
 

Additional Inherited Members

- Public Member Functions inherited from CoverShooter.AIBase
void Message (string name)
 Sends a message to other components. More...
 
void Message (string name, object value)
 Sends a message to other components. More...
 

Detailed Description

Base class for an item management component.

Member Function Documentation

◆ Awake()

virtual void CoverShooter.AIItemBase.Awake ( )
protectedvirtual

◆ Equip() [1/2]

bool CoverShooter.AIItemBase.Equip ( CharacterMotor  motor,
WeaponType  type 
)
protected

Equips a weapon of specific kind if possible.

◆ Equip() [2/2]

bool CoverShooter.AIItemBase.Equip ( CharacterMotor  motor,
ToolType  tool 
)
protected

Equips a specific tool if possible.

Prefers items without gun scripts.

◆ EquipWeapon()

bool CoverShooter.AIItemBase.EquipWeapon ( CharacterMotor  motor)
protected

Equips any weapon if possible.

◆ Unequip() [1/2]

bool CoverShooter.AIItemBase.Unequip ( CharacterMotor  motor,
WeaponType  type 
)
protected

Unequips the item if it is currently used.

◆ Unequip() [2/2]

bool CoverShooter.AIItemBase.Unequip ( CharacterMotor  motor,
ToolType  tool 
)
protected

Unequips the item if it is currently used.

◆ UnequipWeapon()

bool CoverShooter.AIItemBase.UnequipWeapon ( CharacterMotor  motor)
protected

Unequips the item if it is currently used.

Member Data Documentation

◆ InventoryIndex

int CoverShooter.AIItemBase.InventoryIndex = 0

Weapon index inside the inventory to use when usage is set to 'index'.

◆ InventoryUsage

InventoryUsage CoverShooter.AIItemBase.InventoryUsage = InventoryUsage.autoFind

How should the character inventory (if there is one) be used.


The documentation for this class was generated from the following file: